It seems like you guys probably know enough long-established developers to put together a pretty good series of retrospectives, particularly as the generation comes to an end and people are thinking back over their own gaming history.

Ryan talking about the shared Japanesedness of many PS2 games and Sax Man talking about lore wrapped around and spawned from different elements of the game in production are very much related phenomena.

46:20

It's technically not the only meaning, but yes! There's basically two types of joint control used in 3D animation; Forward Kinematics and Inverse Kinematics. Simplified, FK basically means that you have to rotate a joint to get it pointing where you want and anything attached to it just follows along, like a series of sticks joined by stiff hinges that you rotate one at a time. IK means that you position the end of a joint or chain of joints, and everything along the chain adjusts automatically to allow the motion to happen. If you do that on the fly in-engine, then yes, IK is what allows for the dynamic planting of feet or hands on surfaces. It is also used in the animation tools to easily make pre-animated motions look natural. A handy technology!

Such a good show. I said it once and I will say it again. Brad Muir needs to work for GiantBomb. They need to pick him up and I feel like if anything happened with his job at DF I bet they would. It would be awesome to have someone that worked on games and know the tec like Brad. MAKE IT HAPPEN!